Fancy_Fox_Pers Posted July 5, 2016 Share Posted July 5, 2016 (edited) Hello, there! I was wondering if anyone knew how to make your follower use its walkspeed when wandering and its runspeed when following the leader (or chasing or whatever, just let it use the walkspeed only when wandering like a pigman). Beware, I don't want the follower to use runspeed when the creature is beeing a follower, I want the follower to only use it when actually following. When wandering around me it should use its walkspeed. Hope I'm beeing clear here. So far my followers are pretty much done but I just have this issue and I don't know what to do. Currently, both wandering and following speeds are set by the walkspeed. I can provide lua, stategraph and brain files if required. I guess the stategraph might be the most useful thing (because I guess that way you can see what "type" of walking I'm using) so here is one : SGcaterpillar_thibaud.lua Thank you Edit : pigs seem to use some kind of "common step" animation so they can walk when wandering and run when chasing/following. I don't understand how this works though. But if you do then you might want to have a look at it (at the very top). SGpig.lua Edited July 5, 2016 by Thibooms Link to comment Share on other sites More sharing options...
DarkXero Posted July 6, 2016 Share Posted July 6, 2016 Wander makes the entity walk. Follow has a "canrun" argument that allows your entity to follow. If it's nil, then nil ~= false is true, and the entity will run when following you. What is incomplete is that you don't have a running state on your stategraph. I edited the locomotor event handler. Also added a run state that uses the walk animations, but tells the guy to run forward, instead of walk forward. SGcaterpillar_thibaud.lua Link to comment Share on other sites More sharing options...
Fancy_Fox_Pers Posted July 6, 2016 Author Share Posted July 6, 2016 11 hours ago, DarkXero said: Wander makes the entity walk. Follow has a "canrun" argument that allows your entity to follow. If it's nil, then nil ~= false is true, and the entity will run when following you. What is incomplete is that you don't have a running state on your stategraph. I edited the locomotor event handler. Also added a run state that uses the walk animations, but tells the guy to run forward, instead of walk forward. SGcaterpillar_thibaud.lua Thanks, that already clears up a lot. But regarding the "canrun" argument, do you mean that in order for the entity to run when following, this argument should be "true" like this (?) : Follow(self.inst, function() return self.inst.components.follower.leader end, MIN_FOLLOW, MED_FOLLOW, MAX_FOLLOW, true), Because that's the way it's set up in the brain yet when I use your stategraph he still goes at walkingspeed. And just to be clear, I dit actually make sure to have the right walk/runspeeds in its lua : inst:AddComponent("locomotor") inst.components.locomotor.walkspeed = 3 inst.components.locomotor.runspeed = 5 caterpillar_thibaudbrain.lua Link to comment Share on other sites More sharing options...
DarkXero Posted July 6, 2016 Share Posted July 6, 2016 Yeah. I put walk instead of run in the stategraph state. SGcaterpillar_thibaud.lua Link to comment Share on other sites More sharing options...
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